Lt. Commander
Join Date: Dec 2007
Posts: 120
# 61
10-29-2010, 05:07 AM
Quote:
Originally Posted by dstahl View Post
At some point we're going to find a way to make it work and rework the entire layout of ESD as it is too spread out and clunky at the moment.
If ESD gets re-done, please add a large central 'plaza' for people to hang out in...maybe with vendors around the outer edge so there is a reason to go there.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 62
10-29-2010, 05:11 AM
Let's be honest, a Dabo style game of some sort on ESD would be a huge hit. Drozana and DS9 are better for it, but it's still a bit out of the way, ESD, like it or not is the social hub of the game - let us socialise more there
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 63
10-29-2010, 08:13 AM
Quote:
Originally Posted by david26th View Post
Let's be honest, a Dabo style game of some sort on ESD would be a huge hit. Drozana and DS9 are better for it, but it's still a bit out of the way, ESD, like it or not is the social hub of the game - let us socialise more there
Placing a Dabo Table in ESD would kill DS9 again socially and you would also see fewer federation players at Drozana. This is something I would not like to see implemented.

I always thought it would of been simpler to have ESD different areas arranged in decks. I would imagine that it would work like ship interiors, and the lounge on ESD as in all the same instance but different parts of the map. The loading would be minimal and it could give a real scale to whatever the ESD revamp is going to be.

Deck 04: Admirals Office (windows to open space-overlooking "mushroom" of ESD)
Deck 05: Emblems/Merits etc. requisition (windows to space)
Deck 10: Beam in point/Stardock/Lounge (overlooking star dock interior)
Deck 11:Ship customization and requisition (overlooking star dock interior)
Deck 12: Exchange/Storage/Vendors (open space)
Deck 17: Award Ceremony/Auditorium (closed interior)
Deck 24: Crew Requisition/BO trainer (closed interior)

I would also like each section to be visually distinct, so you know where you are but still know your in ESD.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 64
10-29-2010, 09:12 AM
Quote:
Originally Posted by dstahl View Post
Believe it or not this already exists (it is the door to the left of Quinn's turbolift door) however when we tried it in internal playtesting - the transporter pads got overloaded with people trying to beam in and it caused a traffic jam.

At some point we're going to find a way to make it work and rework the entire layout of ESD as it is too spread out and clunky at the moment.
Is it not possible to assign more than one spawn in point within the Starbase interior?

Basically I am suggesting (if the above is possible), that you add more than one transporter room, which would be realistic and solve the issue.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 65
10-29-2010, 09:30 AM
Quote:
Originally Posted by dstahl View Post
Believe it or not this already exists (it is the door to the left of Quinn's turbolift door) however when we tried it in internal playtesting - the transporter pads got overloaded with people trying to beam in and it caused a traffic jam.

At some point we're going to find a way to make it work and rework the entire layout of ESD as it is too spread out and clunky at the moment.
The transporter pads are still there, underneath where you actually beam in at. So they do (still) exist, but we don't go to them. If you go through the windows you can walk all around on the outside of the station. Thus, how I saw them, and many other neat things.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 66
10-29-2010, 11:01 AM
Quote:
Originally Posted by Ezhno View Post
The transporter pads are still there, underneath where you actually beam in at. So they do (still) exist, but we don't go to them. If you go through the windows you can walk all around on the outside of the station. Thus, how I saw them, and many other neat things.
screenshots maybe? o.O
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 67
10-29-2010, 01:52 PM
Quote:
Originally Posted by ClingingMars View Post
screenshots maybe? o.O
Of what? The transporters? I've got thousands of screen shots, all unsorted. This was the first one I came across, so it will have to do.

http://img4.imageshack.us/img4/6711/...0061607063.jpg

Fleet Admiral Quinns office is actually set a lot lower than everything else, but the starbase is mostly hollow (as you would expect).
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 68
10-29-2010, 02:13 PM
Quote:
Originally Posted by Zodi-emish
I know Dstahl is a fan of this.
That would be awesome, you are in the area and all of a sudden you see a ship come in that is just damaged and smoking with damage.

Quote:
Originally Posted by dstahl View Post
The current interior will be positioned in the stem of the mushroom. If and when we add the interior docking bay viewing lounge it will be on a floor above the current ESD.
Awesome, i completely welcome that of being able to doc interior, general overall some type of docking and entering a airlock instead of the entire ready to beam down?

Something along the lines of simply, having to go to your turbolift, such as with the interiors of visiting your ship, having to select the deck that has the docking ring or that of the transporter room to go to and having to beam down or walk through the docking ring.

Quote:
Originally Posted by dstahl View Post
Believe it or not this already exists (it is the door to the left of Quinn's turbolift door) however when we tried it in internal playtesting - the transporter pads got overloaded with people trying to beam in and it caused a traffic jam.

At some point we're going to find a way to make it work and rework the entire layout of ESD as it is too spread out and clunky at the moment.
Dan, i had thought that was the case as that door is just out of place. LOLOLOL. Rather interesting you guys are having issues in such a location of that of implementation of the interiors.
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 69
10-29-2010, 02:31 PM
If I were Dnahl....Strahl....agh...de dude in charge,I would go Trump on the designer of ESD.

(Dan) What were you thinking?!?

(designer) What?

(Dan) I beam in and I want to go to the bank....and you make walk to the other side of the station!

(designer) Cool huh?!

(Dan) I need to train my engineering BO,I've been all over this station....where is he?

(designer) Who?

(Dan) The skills trainer.

(designer) Ohhh...him...well...he's playing hide and seek.

(Dan)

(designer) What?

(Dan) .....You're FIYAD!!!
Lt. Commander
Join Date: Dec 2007
Posts: 120
# 70
10-29-2010, 02:32 PM
Quote:
Originally Posted by dstahl View Post
At some point we're going to find a way to make it work and rework the entire layout of ESD as it is too spread out and clunky at the moment.
My Klink laughs at this statement! ESD has nothing on the "spreadoutyness and clunk" of the Klink Quzzno's!
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